No, the lengthy verification process is specifically for consoles… And its really the thing thats holding back quickfixes on consoles, since the process is dependant on things outside Funcoms control.
About the what now?
Completely agree. I am not sure that anyone was defending Funcom in this thread though, more like pointing out that, due to situations such as these and the certification processes you mentioned above, it is not as simple as a 10 minute fix. The actual fix itself may be, but that does not change the fact that if the structure places that fix at the bottom of a pile of fixes which take vastly longer to correct then well, you have a 10 minute fix taking months. Should that be acceptable? No one is claiming that which I have seen. Simply pointing out that this is how corporations such as this tend to work.
Self sabotage is more prevalent that people realize or are willing to admit (that is the people INSIDE the places and who have the ability / power to make changes at the least).
Agree with you here also. Even if the fix has been made, if the certification hasn’t been obtained it won’t be deployed. And with the process of obtaining certifications for 3 (or is it 4 now) platforms they are not going to just push out a patch for one issue, they are going to wait for a batch of fixes to push out together thus making that 10 minutes of work take even longer to actually be deployed out on the live servers. But at the crux of it all is the lack of communication. They COULD post updates saying “Hey we have a patch coming out “TBD” with the following fixes already added with more to come” But they don’t leaving everyone in the dark. Something as simple as that could easily alleviate a lot of the stress and annoyance over issues such as this one. But lack of communication is something I have noticed in just about every single job I have ever had, and everyone is always commenting about how amazing I am at communication information to everyone. As if that should not be the normal thing to do?
That is absolutely true. Some issues / bugs are not so easy to duplicate. There have been issues in the past that I personally have never experienced, but people I know have. Other issues which I have experienced and others I know have not. What caused one person to have them and another person not have have them? So yes, some issues can be hard to solve because they can be hard to pin-point what exactly is causing them. And when that is a major issue (with this latest chapter release many people could not connect to live services but I never once had an issue connecting for an example), then they are going to prioritize that over a spears numerical value because large numbers of people literally cannot play. And you know what, that is the correct decision to prioritize that issue even if it is the harder one to solve (and I believe they fixed that one pretty quick if I am not mistaken, though they aught to have taken the 10 minutes to have fixed the spears and added that to the update too
).
It is always around the tendency to think “problems I dont know do not exist”.
You changing a 1% drop rate of something to 1,05% can have huge implications in the whole game, many of them only game developers know, and from those, many only the people on the development of the game know. You cannot compare being a modder who are in fact “using something that someone else actually developed” with being the developer of the game. Often, that is the reason a modder will have a “10 minute work”.
Furthermore, “I am a modder” means very little.
Someone with no knowledge at all in development and game design can download the devkit and change numbers in a table on a whim, and call themselves modders.
If you go to the workshop, “table replacement” mods are among the most common mods, aside with simple “asset replacement” from someone who only changed the “art” in something. Very few mods have complex and completely not game breaking changes to it.
Simple examples:
Stack size mods: People love to make stack size mods as it seems. What they mostly forget is that stack sizes exist not only to regulate “stack sizes”, but to limit the number of stuff you can carry by volume, in game terms, how many inventory positions a number of things occupy. That has a huge impact in economic balance and speed of building and crafting, which is paramount in competitive play or progression. Changing stack sizes might be the difference between a certain clan or another winning a fight, or you getting to a certain place or not. It defines where and how you can build, taking into consideration the feasibility ot taking materials to certain places or not. Among many other things.
Character sizes: I do have a mod to change character sizes among other things. Given how this game is made, character sizes have an huge impact on how Armors can be designed, how buildings can be designed, and how to process the distance reliant animations and powers you have. As I am adept of having characters of all sizes, I have used it sometimes to bypass level design challenges in a more simpler way.
All in all, it is actually much harder to make a game and be responsible for the changes to it, than being a modder and even having a popular mod.
I myself know a lot of players using certain popular mods that do not like them, just play with them because the server they play use them. And if taking the flawed notion that popularity means quality, you still see that many mods people think so “genius” are actually not that popular.
Those are things the game developers must worry about, modders dont. So that is easy to call a 10 minute work. Akin to fixing plumbing with silvertape when its just an Airbnb you staying for the weekend.
This thread wasn’t about that… well… it was INTENDED as such… but given the title and the initial post, if we take away the “I am a modder” part, then it becomes identical to the hundreds of other whine posts on the forum.
Yes… we get it… the game has bugs… the game isn’t to everybody’s standards when it comes to balance… etc etc. Nobody was denying any of that, I think we all know it… I think FUNCOM knows it…
As I pointed out in another thread, this is the typical sign of simply not having enough time to do the work properly because their management is pushing with deadlines and it’s just going to snowball more and more… I do not believe for a second though that the people making this game actually LIKE this in any way… and I’m pretty sure that - aside from the toxic nasty way some people choose to deliver it - the actual Funcom devs and community staff agree with the message of it, that this is not in any way okay or sustainable long term.
However… we have hundreds of other whine posts just like that, so yes… after a while it gets a bit old and if people really can’t contain themselves that much, they could always walk out to the back yard and punch a tree or something
That’s why this thread is more about he “I am a modder” part as that’s the only unique angle here, the rest is just noise at this point.
And on that topic I completely disagree with this post as I pointed out above… it was an absolute dick move from OP weaponizing something in a blatantly ignorant fashion that Funcom is actually not obligated to do but they still try, despite the limited time they have. There’s no two ways about that part…
A “CD”? What witchcraft are you talking about? Everyone knows they’re using 5.25" floppies.
Aint that the truth… I jack up data tables on a daily basis…
As someone who is struggling with having too many tasks and too little time, I can understand why something simple may take a while. I have a lot of simple tasks and a lot of very important but time consuming tasks. I need to balance both. Here this may help you understand better why the issue you are describing may take a while to fix.
Because consoles are a cheap way of gaming with the same price of a single middle level GPU and you can’t compare in any way a console with a PC?
It’s like the usual whining about ppls using the consoles on the socials like X, “oh we can’t use the mods, please (insert name of the software house here
) give us the mods.”.
So annoying and ridicolous, honestly.
If you want full possibilities, buy a gaming PC.
Otherwise, enjoy your cheap and limited console system, possibly without asking to get the same features (like the devKit or for everybody on PC to don’t have Mods) of a gaming PC with a price at least 3 times more.
Because consoles are based off standards that the PC world… seem to hate.
I’m not interested in the best, mainstream, modular gaming machine with all the lights and doodads. I want one for my programming environment, which includes a hybrid VR system.
The rest is business.
I would say cheap in the sense of maintenance and setup, but cost? Oh no… absolutely not.
From 1985 to 1997 I spent more on consoles and their games than I did on PCs and their games from 1997-Present. That isn’t even counting the amount I spent on my NES in the last year, which is actually more than I’ve spent on Conan Exiles
Steam, GoG, bundles, and future proofing during seasonal sales helps greatly with that.
No, quality is having simple ways to check stuff. I work in mfg. I know the line between quality and waste. Having a simple check like i described is not wasting time. Wasting time is not introducing that check and then having to do it anyways, at a much higher cost (hotfixes with consoles). Stay in your lane on this one. Blindly saying veifying is a waste is assanine.
Sorry, but you can take your “holly than thou” attitude and shove it you know where. @Dzonatas never once whined about anything in their post, the pointed out the simple fact that console users CAN NOT download the devkit and therefore NOT EVERYONE has access to it as was suggested. So before you go off on another rant for no valid reason about how “superior” you are for using a PC to play Conan Exiles (And I play on PC as well so do not think for a moment that I am whinning about consoles here) maybe, JUST MAYBE you can take a deep breath and come back to reality for a moment.
If Funcom did not want their end users to play their game on these “cheap garbage systems” they would not have spent the time and money to develop the game for them, nor would they continue to do so. They would not do their very best to ensure that all releases come out on ALL platforms on the same day. So no, playing on a console is NOT inferior, it is purely a different method than the one YOU chose to play on.
Not all of us. I have my consoles and I have my PC. There are certain games I simply prefer on console and there are others I greatly prefer on PC. Conan happens to be one I would not personally chose to play on console but that is simple a personal choice. Nothing more.
So true!!!
You called quality as doing something over and over and over after it was already done. That is your definition. You are now stuck with it.
I’m a modder, why does Funcom takes weeks if not Months to do a 10 min work?
All updates and fixes Funcom creates also need to be applied to the Playstation and Xbox versions of the game. Consoles also have their own unique issues which do not always manifest on PC. Moreover, some of these are not as simple as altering a number value. Take for example the invisible assets issue which they informed us was an issue with middle-ware. Then there are problems unique to certain modes. As another example, I rallied for literally months because Encounters (Events) would not work on my Singleplayer game. Problems and solutions are not always as simple as they appear on the surface.
Strongly disagree. Consoles have several limitations compared to PC, including little freedom to modify games and a tech progression chart that looks like a flight of stairs. But in all honestly the primary limitation is the interface, not the hardware specs. Outside of some specific circumstances like using a wheel controller in a driving game, mouse and keyboard is just objectively superior. It’s no contest.
I’m not going to look down on people who play on consoles if that’s their preference. All I’m saying is that in the vast, vast majority of cases, PCs can offer an objectively better experience.
I object with this one That entire post by Dzonatas was completely disingenuous and it was a classic case of comparing apples to oranges…
They were NOT talking about the game… they were talking about the devkit, which is an exclusive PC product, it’s the unreal editor by Epic tweaked by Funcom for modding this game.
So the platform there is implied… as such, everyone CAN download it and we shouldn’t have to add that “provided they have internet… and a PC… and sufficient harddisk space… etc.” The opportunity is there, since it’s uploaded and freely downloadable, obviously users have to sort out the rest on their own.
It’s like saying everyone is free to drive on a road… meaning that it’s not required to pay a toll, we shouldn’t have to specify that “Oh… by the way… if they want to drive a car on a road… they would have to… have a car… so not everyone is free to do so”
You are free to feel that way, but that does not change the simple fact that for console players the devkit is utterly useless and not applicable to them since they cannot mod the game on consoles. And as you pointed out:
So if roughly 60% or so of their playerbase cannot make use of the devkit, then it is not disingenuous to say that they cannot download it on the device they are playing the game on AND actually make use of it for the game in question. That’s just a fact.
As I said above, if you actually bothered to read it, it is a choice. There are certain types of games I personally greatly prefer to play on consoles because I honestly feel that they play far smoother on them and the controls are just better than on PC. On the other hand there are games that I greatly prefer on PC. Conan Exiles is one of those games I would not wish to play on a console. But it all comes down to choice, and if one person’s choice is to play on console then for them that is their preferred method of playing. It is not up to you to decide for them which way is better. You can only make that decision for yourself. And that is biggest issue that most console players have with PC players. They generally do not care about specs and crap, they care about what they have and have access to.
No, i said you run/set up a qa process and execute before release. Never said keep doing the same thing. Again, own the fact you are talking out of your arse on QA vs waste.
Yes… that’s the whole point It’s not meant for that… the same way you can’t fuel up with petrol when you have an electric car…
Console users however are still free to download the devkit on their PC… just because they own a console does not mean they’re banned from downloading it…
You seem to be trying to turn this into some very weird virtue signaling but your argument is completely out of context… it simply does not apply to the context mentioned and thus the only purpose it serves is you trying to call out someone for their “pc master race”-ish attitude, which is fair enough, however in this case the facts simply do not support your argument since they were talking about an exclusive PC product where consoles are outside of the intended user base… meaning that the console itself cannot run the devkit even if it wanted to… Funcom and everybody else develops the console game on PC… so there would be absolutely no reason to download the devkit on to a console…
Even if the game WAS moddable on console, people who wanted to make mods for it, would still need to use the devkit on a PC but that does not mean that if you’re a console owner you’re somehow barred from it… so the generalized statement was 100% correct that everybody can download the devkit.
So while the sentiment is noble it’s simply misplaced in this instance.
As a side note there’s nothing stopping consoles from running mods other than the fact that Funcom is having difficulties cramming their actual basegame into the hardware resources available on consoles, especially the last gen ones which simply do not meet the current minimum requirements of this game. So the reason we don’t have mods on consoles is simply because Funcom does not want to share these resources as that would open up some additional headache…
They’re already getting plenty of bug reports simply because certain consoles are just not capable of running this game properly, they would get 10 times as much from all the people trying to also load a ton of large mods and then be surprised that their 10 year old mediorce machine is struggling with it
That however does not mean that consoles will NEVER have mods… that could change after they drop last gen and if they ever manage to catch up and optimize the game enough to run well and have system resources to spare. In which case… people wanting to develop mods for consoles would still need to download the devkit on a PC…
Bestvway to explian how they can prevent statistical stuff like AP, dmg, health etc.
Run a spread sheet on current live for all that data when starting a new update. Probably 30 minutes work. That is your base “correct” data. Then pull a new spread sheet after they create a new internal rev build. Compare. New items will pop out and any legacy item changes as well. Again with tags and such already there, another 30 minute data pull. Any items not matching previous build 1 to 1 is reverifed/ fixed to insure those are supposed to be that way. Another 30 minutes. So we are talking 1 hour every build, which would not be daily btw. Then before release another check of releasing data vs build start data. 30 MINUTES TOPS again. Now if there is any time used to correct along the way, that is on FC dev team for creating the error. This time is no different than the time they will use to fix it if found after release, so that is a wash as far labor. But FC insures there will be minimal impact to customer, improving thier rep. The 30 minute verfications are well worth the amount $ to remove some of the negative rep they are getting not doing it.